rsc3/doc-schelp/HelpSource/Classes/SCImageKernel.scrbl

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2022-08-24 13:53:18 +00:00
#lang scribble/manual
@(require (for-label racket))
@title{SCImageKernel}
kernel class to use with SCImage@section{categories}
GUI>Views
@section{related}
Classes/SCImage, Classes/SCImageFilter
@section{description}
@racketblock[// very experimental :)::
Currently this class represents the CoreImage strong::CIKernel:: you can apply to a link::Classes/SC]
@section{Image}
. The Kernel language is a subset of the OpenGL Shading Language. more information about the Kernel Language can be found here : http://developer.apple.com/documentation/GraphicsImaging/Reference/CIKernelLangRef/Introduction/chapter_1_section_1.html
and here: http://developer.apple.com/documentation/GraphicsImaging/Reference/CIKernelLangRef/chapter_2_section_1.html#//apple_ref/doc/uid/TP40004397-CH206-TPXREF101
here is the translation table between Kernel language Objects and SuperCollider objects
@section{table}
## strong::Kernel Language Object:: || strong::SuperCollider Object::
## sampler || link::Classes/SC@section{Image}
## __color || link::Classes/Color::
## float || link::Classes/Number::
## vec2, vec3, vec4 || link::Classes/Array::
## __table || link::Classes/SC@section{Image}
(basically the __table modifier just use Images as a data providers - LUT)
::
@section{CLASSMETHODS}
@section{METHOD}
new
creates a new SCImageKernel
@section{ARGUMENT}
shader
optional. the shader code string. nil by default
@section{ARGUMENT}
values
optional. the values that match the kernel proc function defined in the shader string. nil by default
@section{ARGUMENT}
bounds
optional. not used for now. nil by default
@section{INSTANCEMETHODS}
@section{METHOD}
shader
get or set the shader string.
@section{METHOD}
values
get or set the values array. When setting the object indexes in the values Array must match the argument declaration order as defined in the main emphasis::kernel vec4 routine::. See link::#@section{Examples}
for more info.
@section{METHOD}
isValid
very basic verification to tell if all arguments of the shader are set.
@section{METHOD}
compile
compile the SCImageKernel object (and cache it).
@section{NOTE}
when rendered the first time, the kernel object is always compiled first. If you plan to change the shader string after, you must explicitely compile it to make it effective.
::
@section{EXAMPLES}
@racketblock[
/**** Kernels ****/
// very experimental
// COLOR INVERSION SHADER EXAMPLE
(
a = SCImage.new(SCDoc.helpSourceDir +/+ "images/vduck2.jpg"); // get the image
k = SCImageKernel.new;
k.shader_("
vec4 invertPixel(vec4 pix) {
return vec4(1.0 - pix.r, 1.0 - pix.g, 1.0 - pix.b, pix.a);
}
kernel vec4 _invertColor(sampler source)
{
vec4 pixel;
pixel = sample(source, samplerCoord(source));
unpremultiply(pixel);
return unpremultiply(invertPixel(pixel));
}
");
// the argument order should be kept in the array
// here we need only the "sampler" argument which should be as the translation table informs you a SCImage
// the signature of the Kernel function is normally 'kernel vec4'
// you can of course add other functions in the shader
k.values_([a]);
k.isValid.postln; // is it ok
a.applyKernel(k);
w = a.plot(freeOnClose:true);
)
(
// ANOTHER APPLE KERNEL EXAMPLE - See CoreImage programming guide for original example
a = SCImage.new(SCDoc.helpSourceDir +/+ "images/vduck2.jpg"); // get the image
k = SCImageKernel.new;
k.shader_("
vec2 testVec(float x, float y)
{
return vec2(x, y);
}
kernel vec4 testKernelFromApple( sampler src, __color color, float distance, float slope )
{
vec4 t;
float d;
d = destCoord().y * slope + distance;
t = unpremultiply(sample(src, samplerCoord(src)));
t = (t - d*color) / (1.0-d);
return premultiply(t);
}
");
// as stated in the Apple Example
// distance - min: 0.0 max: 1.0
// slope - min: -0.01 max: 0.01
k.values_(
[
a, // arg 0: the SCImage
Color.white, // arg 1: color
0.5, // arg 2: distance
-0.002 // arg 3: slope
]
);
a.applyKernel(k);
w = a.plot(freeOnClose:true);
)
(
// OK a Better Colorful Kernel
a = SCImage.new(600@600); // get the image
k = SCImageKernel.new;
k.shader_(
// shader/kernel from toneburst.com
// Generates spherical and planar displacement maps for VBO-based 3D heightfield.
// http://machinesdontcare.wordpress.com
"
const float PI = 3.14159265359;
const float TWOPI = 6.28318530718;
kernel vec4 _heightMap(sampler image, vec3 scale)
{
vec2 xyNorm = samplerCoord(image) / samplerSize(image);
float u = xyNorm.x * PI;
float v = xyNorm.y * TWOPI;
vec3 spherical;
spherical.r = cos(v) * sin(u);
spherical.g = sin(v) * sin(u);
spherical.b = cos(u);
spherical.r = (spherical.r * 0.5 + 0.5) * scale.x;
spherical.g = (spherical.g * 0.5 + 0.5) * scale.y;
spherical.b = (spherical.b * 0.5 + 0.5) * scale.z;
return vec4(spherical,1.0);
}
");
k.values_([a, [1.0, 1.0, 1.0]]);
// k.isValid; // is it ok
a.applyKernel(k);
//.flatten; // ensure a bitmap rep so the kernel is not applied at each rendering call - uncomment that and rescale the plot window to see the difference.
w = a.plot(freeOnClose:true);
)
::
]